内部版本 · 2026-06-18
金币经济检查与调优方案
本版基于 Kibana 数据核验,判断当前金币问题不是全阶段均匀过剩,而是 L26-80、每日任务、活动尾档和免广告翻倍共同形成的结构性盈余。调优方向是控制被动金币,保留主动选择和关键压力点的补给价值。
内部版本 · 2026-06-18
本版基于 Kibana 数据核验,判断当前金币问题不是全阶段均匀过剩,而是 L26-80、每日任务、活动尾档和免广告翻倍共同形成的结构性盈余。调优方向是控制被动金币,保留主动选择和关键压力点的补给价值。
整体口径下,金币产出 36,991,911,消耗 23,968,700,净流入 13,023,211,产耗比 1.54。其中副本和每日任务合计产出 16,091,777,占全部产出约 43.5%;复活消耗占全部消耗约 92.7%。
| 来源 | Scene | 产出 | 占产出 | 覆盖玩家 | 解读 |
|---|---|---|---|---|---|
| 副本/主线结算 | 31 | 10,723,517 | 29.0% | 7,193 | 含星级基础金币、星级广告额外金币与关卡倍率后的主线金币 |
| 每日任务 | 22 | 5,368,260 | 14.5% | 5,357 | 任务宝箱与日常目标直接金币 |
| 夺宝活动 | 45 | 3,136,000 | 8.5% | 4,124 | 夺宝活动金币奖励 |
| 金币塔 | 58 | 2,624,008 | 7.1% | 702 | 金币塔高参与玩家集中领取 |
| 火山寻宝 | 52 | 2,366,076 | 6.4% | 1,631 | 火山寻宝结算与挑战奖励 |
| 签到 | 26 | 2,175,800 | 5.9% | 4,966 | 低门槛稳定流入 |
| 章节/主线配套 | 35 | 1,517,740 | 4.1% | 4,283 | 章节相关奖励 |
| 赛马 | 38 | 1,323,900 | 3.6% | 1,303 | 赛马活动奖励 |
| 通行证 | 51 | 1,026,500 | 2.8% | 1,838 | 通行证线金币 |
| 其他来源合计 | other | 6,730,110 | 18.2% | - | 含一次性奖励、小活动、非主路径奖励等;不按 IAP 付费获得金币解释 |
金币消耗几乎就是副本内复活/继续尝试。这个结构本身是合理的;问题不是“缺少其他消耗口”,而是前中期产出节奏与失败/复活压力没有匹配好。
| 消耗 | Scene | 消耗金币 | 占消耗 | 玩家数 |
|---|---|---|---|---|
| 副本复活 | 31 | 22,222,800 | 92.7% | 2,671 |
| 商店/关卡道具 | 29 | 1,659,700 | 6.9% | 477 |
| 其他消耗 | other | 86,200 | 0.4% | - |
| 关卡段 | 产出 | 消耗 | 净流入 | 产耗比 | 最新库存 P50 | <2000 金币 | ≥10000 金币 | 判断 |
|---|---|---|---|---|---|---|---|---|
| L1-25 新手期 | 8,860,027 | 647,900 | 8,212,127 | 13.67 | 608 | 96.7% | 0.0% | 只做轻微保护性调整 |
| L26-80 休闲阶段 | 14,326,380 | 9,567,500 | 4,758,880 | 1.50 | 2,001 | 50.0% | 1.3% | 主调段 |
| L81-165 过渡压力段 | 7,070,325 | 7,570,100 | -499,775 | 0.93 | 1,724 | 52.6% | 8.8% | 不应削 |
| L166+ 硬核循环 | 6,191,179 | 6,183,200 | 7,979 | 1.00 | 1,450 | 56.8% | 14.7% | 不应削 |
| 未归属产出 | 544,000 | 0 | 544,000 | - | - | - | - | 用于产出闭合,不参与阶段削减判断 |
当前窗口内注册角色约 7,261,付费角色 218,窗口付费率约 3.0%。首购品类里,免广告 90 人、新手礼包 69 人,金币/金猪类 27 人。也就是说,首次付费并不主要由“金币不够”单独驱动,更多是免广告权益、新手礼包性价比、前期看到的商品入口和关卡压力共同作用。
因此,削金币对整体付费率的影响应判断为:可能改善边际玩家的付费动机,但效果上限有限,且过早/过猛削减会伤害留存和免广告购买意愿。如果目标是提高整体付费率,需要同步看关键关卡失败压力、复活需求、礼包承接、价格点和活动节奏,而不能只改金币产出。
后台数据支持“当前复购率问题主要在第一次到第二次”:1→2 为 44.5%,2→3 为 64.9%,3→4 为 76.2%。已经二购的玩家后续购买惯性明显更强。
| 玩家组 | 人数 | P25 | P50 | P75 | P90 | 均值 | ≥10000 金币 |
|---|---|---|---|---|---|---|---|
| 买过免广告 | 103 | 1,195 | 4,031 | 8,088 | 17,464 | 6,153 | 16.5% |
| 付费但未买免广告 | 115 | 832 | 3,183 | 5,602 | 8,633 | 4,254 | 7.8% |
| 未付费 | 7,044 | 388 | 965 | 1,968 | 3,782 | 1,688 | 1.6% |
这里只保留影响金币测算和后续配置调整的核心口径。副本胜利结算由星级基础金币、星级广告额外金币、关卡倍率、任务与活动投放共同构成,不是单一固定金币。
| 配置点 | 当前设定或含义 |
|---|---|
| 星级基础金币 / 广告加成 | 第 3 关开始开放结算广告奖励。1 星基础 20,广告额外 +40;2 星基础 25,广告额外 +36;3 星基础 30,广告额外 +32。广告奖励是按星级给固定额外金币,不是“未看广告 ×1、看广告 ×2”的简单倍率。 |
| 关卡倍率 | 普通 / 休息 ×1,Hard ×2,Boss ×3。倍率会放大星级金币、活动目标物和通行证点数;主线减产优先处理 L26-80 的稳定结算部分。 |
| 每日任务金币 | 按直接金币计算:完成 1 条约 130 金币,完成 2 条约 333 金币,完成 3 条默认宝箱约 618 金币。触发第 3 宝箱升级时,直接金币口径约 538 金币;升级奖励的增量主要体现在道具 / 体力等非金币价值上,因此不能把 538 和 618 直接理解为总奖励变少。 |
| 限时 / 随机任务金币 | 限时 3 星挑战完成奖励 500 金币;金币限时冲刺完成奖励 800 金币。按出现概率和完成率折算,金币期望约 580.5 / 周,约 83 / 日摊销,不纳入稳定基础。 |
| 活动尾档 | 夺宝活动四日尾档约 7000 金币,约相当于完成 194 个普通主线关卡拿到的基础金币量;周末尾档约 8000 金币,约相当于完成 210 个普通主线关卡拿到的基础金币量。活动尾档是局部 30%-40% 修正的主要候选。 |
| 金币塔 | 当前线上每次为 1 轮,不按 3 轮 / 日计算。统计数据偏高主要来自每名玩家仅一次的 3,300 金币终身首次奖励;常规收益判断中应把该部分作为“终身一次奖励”拆开看。 |
首轮目标不是把金币经济压到 1.0,而是把明显盈余段从“无压力积累”拉回“有推进需求但不挫败”。执行口径:全局有效减产约 12%-18%;L26-80 主线金币按 15%-25% 调整,每日任务直接金币和活动尾档按 20%-30% 调整。
| 模块 | 首轮口径 | 理由 | 执行备注 |
|---|---|---|---|
| 副本 / 主线金币 | L1-25 基本不动或 ≤10%;L26-80 下调 15%-25%;L81+ 不做基础削减 | 先压稳定盈余段,避免新手挫败和硬核循环缺币 | 优先调整星级基础金币或普通关金币;广告额外金币按星级固定加成展示。 |
| 每日任务 | 直接金币下调 20%-30%,保留任务完成感 | 每日任务是第二大稳定来源,低门槛、高覆盖,削它比削硬关奖励更稳 | 直接金币参考:1 条约 130,2 条约 333,3 条默认约 618;第 3 宝箱升级后直接金币约 538,但总奖励增量主要在非金币道具 / 体力上。 |
| 限时 / 随机任务 | 不纳入稳定基础;作为高活跃额外金币池控制 | 这部分有出现概率和完成率,波动比每日任务更高 | 限时 3 星挑战 500 金币、金币限时冲刺 800 金币;当前期望约 580.5 / 周。 |
| 活动尾档 | 根据线上数据调整高档目标,让极少数顶尖玩家才能达成最终目标 | 活动尾档应服务顶尖活跃玩家的上限追求,而不是让中高活跃玩家稳定拿满 | 根据线上玩家的实际进度修正每个档位的目标。 |
| 通行证加时权益 | 从“火山寻宝 +60 秒”迁移为主线副本分类型加时:普通 +5 秒,困难 +10 秒,Boss / 高难 +15 秒 | 超时失败占比较高,副本加时比火山寻宝加时更直接影响推关压力和通行证感知价值 | 单独进入 A/B;同时看通行证购买率、复活率、通关率和高压关卡留存。 |
| 复活 / 道具消耗 | 不改复活价格,通过关卡设计增加道具的消耗 | 把消耗拉回关卡推进和局内决策,而不是靠涨价制造压力 | 围绕高压关卡的障碍、目标布局和道具使用场景调整。 |
需要,待设计具体方案。
广告占收入约 85%,其中激励广告(rewarded)是可增长、且不打扰玩家的部分。当前激励位人均观看(D1 cohort)如下:
| 激励位 | 用途 | 次 / 人 | 占激励 | 限制 |
|---|---|---|---|---|
| 105 副本翻倍 | 副本结算广告额外金币 | 0.953 | 64% | 每次胜利可触发 |
| 101 复活 | 死亡 / 时间不足后看广告复活 | 0.252 | 17% | 每天仅 1 次 |
| 102 体力 | 看广告领体力 | 0.241 | 16% | 商店限量 |
| 106 彩虹 | 看广告领彩虹碎片 | 0.033 | 2% | 极少 |
| 合计 rewarded | - | 1.48 | 100% | - |
| 104 插屏(对照) | 强制插屏 | 5.72 | - | 12 关后每 6 分钟一次 |
结论:激励广告人均 D1 约 1.48,D7 约 2.48,低于同类目标区间。最大激励位是 105 副本结算广告额外金币,占激励播放约 64%,直接和金币经济挂钩。
三项目标需要拆开看:①提升激励广告播放,②提升购买率,③提升 1→2 复购。激励广告主要服务目标①,同时通过金币稀缺和关键压力点间接影响目标②③。
| 杠杆 | 动作 | 预期 |
|---|---|---|
| 放开复活广告上限 | slot 101 从“每天 1 次”调整为“每天 3 次”,优先在失败后、金币不足复活时展示 | 对 D7 激励播放提升最大,深度玩家硬关失败多、可看次数更多;金币复活仍保留,不把金币消耗口完全吃掉 |
| 让金币稀缺 | 减少无摩擦免费金币,让 105 副本结算广告额外金币变得更有价值 | 同时修经济;玩家缺金币时,看广告拿结算额外金币的动机会更强 |
| 金币门槛平移 | 把部分被削掉的被动金币,转移为“看广告才能拿”的主动奖励 | 激励库存上升、广告 LTV 上升,同时总金币不增加 |
当前付费率约 3.0%,且首单不完全由金币门槛驱动。提升购买率需要同时制造需求和优化首单 offer:
逐条列出待修改项。优先级:高 中 低;状态:待确认 = 需与发行方确认是否这样调,待讨论 = 内部数值 / 方案未定,需 A/B = 须实验验证。目标:①激励广告 ②购买率 ③复购。
| # | 修改项 | 具体内容 / 数值 | 目标 | 优先级 | 状态 |
|---|---|---|---|---|---|
| 1 | 复活广告上限 | 每天 1 次 → 每天 3 次;优先在失败后、金币不足复活时展示 | ① | 高 | 待确认(上限数值) |
| 2 | 通行证特权 | 移除“火山 +60 秒”,改为主线副本分类型加时:普通 +5 秒、困难 +10 秒、Boss / 高难 +15 秒 | ②③ | 高 | 待确认(同发行讨论) |
| 3 | 主线金币定向减产 | L26-80 主线稳定结算金币下调 15%-25%;L1-25 不动或轻调;L81+ 不做基础削减 | ②③ | 高 | 待确认 |
| 4 | 每日任务金币 | 按直接金币口径降低 20%-30%;限时金币任务纳入总金币预算 | - | 中 | 待讨论 |
| 5 | 活动尾档目标 | 夺宝、赛马等尾档按线上玩家实际进度重设,让极少数顶尖玩家达成最终目标 | - | 中 | 待讨论(逐档数值) |
| 6 | 付费点难度 | 中后段付费点小幅降低次数通关率,并强化复活 / 道具价值,保留玩家通关率护栏 | ②③ | 高 | 待观察 |
| 7 | 痛点礼包 | 在当前 R/N/S 推送礼包的基础上,增加更多定制化的推送礼包,在失败、缺资源、连续尝试受阻时精准弹出 | ② | 中 | 待讨论 |
| 8 | 金币门槛平移 | 部分被动金币改为“看广告 / 付费”才能获得,不新增总金币 | ① | 中 | 待讨论 |
| 9 | 道具消耗场景 | 不改复活价格,通过障碍、目标布局和高压关卡设计增加道具使用场景 | ②③ | 高 | 待观察 |
| 10 | 动态产出机制 | 关卡 / 活动奖励倍率随玩家进度和库存浮动 | 全部 | 低 | 待讨论(需程序) |
Internal Draft · June 18, 2026
Based on Kibana validation, the current gold issue is not a uniform surplus across all stages. The structural surplus is mainly driven by L26-80, daily tasks, activity tail rewards, and the low-friction ad reward claims created by No Ads. The tuning direction is to reduce passive gold while preserving active choices and support at key pressure points.
In the overall view, gold produced is 36,991,911, gold spent is 23,968,700, net inflow is 13,023,211, and the production/spend ratio is 1.54. Mainline settlement plus daily tasks produce 16,091,777 gold, about 43.5% of all output. Revive spend accounts for about 92.7% of all gold spend.
| Source | Scene | Produced | Share | Players | Read |
|---|---|---|---|---|---|
| Mainline settlement | 31 | 10,723,517 | 29.0% | 7,193 | Includes star base gold, star-based ad extra gold, and level-multiplied mainline gold. |
| Daily tasks | 22 | 5,368,260 | 14.5% | 5,357 | Task chest and daily-goal direct gold. |
| Treasure Hunt | 45 | 3,136,000 | 8.5% | 4,124 | Treasure Hunt gold rewards. |
| Gold Tower | 58 | 2,624,008 | 7.1% | 702 | Concentrated claims by high-participation Gold Tower players. |
| Volcano Hunt | 52 | 2,366,076 | 6.4% | 1,631 | Volcano Hunt settlement and challenge rewards. |
| Check-in | 26 | 2,175,800 | 5.9% | 4,966 | Low-friction stable inflow. |
| Chapter/Mainline Rewards | 35 | 1,517,740 | 4.1% | 4,283 | Chapter/mainline reward items. |
| Horse Racing | 38 | 1,323,900 | 3.6% | 1,303 | Horse Racing activity rewards. |
| Pass | 51 | 1,026,500 | 2.8% | 1,838 | Pass track gold. |
| Other sources | other | 6,730,110 | 18.2% | - | One-off rewards, small activities, and non-main-path rewards. This should not be interpreted as IAP-purchased gold. |
Gold spend is almost entirely in-level revive or continue attempts. This structure is reasonable. The issue is not the lack of unrelated spend sinks; it is that early and mid-game inflow is not aligned with failure and revive pressure.
| Spend | Scene | Gold spent | Share | Players |
|---|---|---|---|---|
| Level revive | 31 | 22,222,800 | 92.7% | 2,671 |
| Shop / level items | 29 | 1,659,700 | 6.9% | 477 |
| Other spend | other | 86,200 | 0.4% | - |
| Range | Produced | Spent | Net inflow | Ratio | Latest P50 balance | <2000 gold | 10k+ gold | Read |
|---|---|---|---|---|---|---|---|---|
| L1-25 onboarding | 8,860,027 | 647,900 | 8,212,127 | 13.67 | 608 | 96.7% | 0.0% | Only light protective tuning |
| L26-80 casual | 14,326,380 | 9,567,500 | 4,758,880 | 1.50 | 2,001 | 50.0% | 1.3% | Primary tuning range |
| L81-165 transition | 7,070,325 | 7,570,100 | -499,775 | 0.93 | 1,724 | 52.6% | 8.8% | Should not be cut |
| L166+ core loop | 6,191,179 | 6,183,200 | 7,979 | 1.00 | 1,450 | 56.8% | 14.7% | Should not be cut |
| Unattributed output | 544,000 | 0 | 544,000 | - | - | - | - | Used to reconcile production; not used for level-range cut decisions. |
In the current window, there are about 7,261 registered roles and 218 paying roles, for a window payer rate of about 3.0%. First-purchase categories are led by No Ads with 90 users and starter bundles with 69 users; gold or piggy-bank style purchases account for 27 users. First purchase is therefore not driven only by insufficient gold. No Ads, starter bundle value, early shop/bundle entry visibility, and level pressure all contribute.
The impact of gold cutting on payer rate should be framed as: it may improve marginal purchase motivation, but the ceiling is limited, and an early or aggressive cut can hurt retention and No Ads purchase intent. If the goal is to raise overall payer conversion, gold output needs to be evaluated together with key-level pressure, revive demand, bundle positioning, price points, and activity pacing.
Backend data supports the view that the main repeat-purchase problem is from the first to second purchase: 1→2 is 44.5%, 2→3 is 64.9%, and 3→4 is 76.2%. Once players make a second purchase, later purchase momentum is much stronger.
| Player group | Players | P25 | P50 | P75 | P90 | Mean | 10k+ gold |
|---|---|---|---|---|---|---|---|
| Bought No Ads | 103 | 1,195 | 4,031 | 8,088 | 17,464 | 6,153 | 16.5% |
| Payer, no No Ads | 115 | 832 | 3,183 | 5,602 | 8,633 | 4,254 | 7.8% |
| Non-payer | 7,044 | 388 | 965 | 1,968 | 3,782 | 1,688 | 1.6% |
This section keeps only the configuration points that affect gold modeling and future tuning. Level victory settlement is built from star base gold, star-based ad extra gold, level multipliers, tasks, and activity distribution. It is not one fixed amount per level.
| Config point | Current setup or meaning |
|---|---|
| Star base gold / ad extra | Settlement ad rewards open from level 3. 1-star base is 20 with ad extra +40; 2-star base is 25 with ad extra +36; 3-star base is 30 with ad extra +32. The ad reward is a fixed star-based extra amount, not a simple no-ad ×1 versus watched-ad ×2 multiplier. |
| Level multiplier | Normal/rest ×1, Hard ×2, Boss ×3. The multiplier affects star gold, activity target items, and Pass points. Mainline cuts should prioritize the stable L26-80 settlement component. |
| Daily task gold | Direct-gold view: completing 1 task is about 130 gold, 2 tasks about 333 gold, and 3 tasks with the default chest about 618 gold. When the third chest is upgraded, the direct-gold component is about 538 gold; the added value is mainly in non-gold items / energy, so 538 versus 618 should not be read as total reward value going down. |
| Limited / random task gold | The limited 3-star challenge grants 500 gold on completion. The gold sprint task grants 800 gold on completion. After applying appearance probability and completion rate, expected gold is about 580.5 per week, or about 83 per day when smoothed. It is not included in the stable base. |
| Activity tail rewards | The four-day Treasure Hunt tail reward is about 7000 gold, roughly the base gold amount from completing 194 normal mainline levels. The weekend tail reward is about 8000 gold, roughly 210 normal mainline levels. Activity tail rewards are the main candidate for localized 30%-40% correction. |
| Gold Tower | The live setup is one round per attempt, not three rounds per day. High observed values are mainly driven by a one-time lifetime first reward of 3,300 gold per player. That component should be separated as a lifetime one-off reward when judging regular yield. |
The first-pass goal is not to force the economy to a 1.0 ratio. It is to move clear surplus ranges from no-pressure accumulation back into useful progression pressure without creating frustration. Working target: about 12%-18% effective total reduction. L26-80 mainline gold should be adjusted by 15%-25%, while daily task direct gold and activity tail rewards should be adjusted by 20%-30%.
| Module | First-pass direction | Reason | Execution note |
|---|---|---|---|
| Mainline gold | L1-25 unchanged or ≤10%; L26-80 down 15%-25%; no base cut for L81+ | Reduce the stable surplus first while avoiding onboarding frustration and later core-loop shortage. | Prioritize star base gold or normal-level gold. Display ad extra gold as fixed star-based extra value. |
| Daily tasks | Reduce direct gold by 20%-30% while preserving task-completion feedback. | Daily tasks are the second-largest stable source with low friction and high coverage. | Reference direct gold: 1 task about 130, 2 tasks about 333, and 3 default tasks about 618. After the third chest upgrade, direct gold is about 538, while the added value is mainly in non-gold items / energy. |
| Limited / random tasks | Not part of the stable base; treat as an extra high-active-player gold pool. | Appearance probability and completion rate make this more variable than daily tasks. | Limited 3-star challenge is 500 gold, gold sprint is 800 gold, with current expectation about 580.5 per week. |
| Activity tail rewards | Adjust high-tier targets based on live data so that only a very small group of top players can reach the final target. | Tail rewards should serve as an upper-end chase for the most active players, not a stable full-clear reward for mid-high activity players. | Revise each tier target based on actual live player progress. |
| Pass time benefit | Move from Volcano Hunt +60s to mainline level time by type: normal +5s, hard +10s, boss/high-pressure +15s. | Timeout failure is a major pressure point. Mainline time is more directly tied to progression pressure and Pass value than Volcano time. | Run as its own A/B and track Pass purchase rate, revive rate, pass rate, and retention on high-pressure levels. |
| Revive / item spend | Do not change revive price. Use level design to increase item consumption. | This keeps spend tied to progression and in-level decisions rather than creating pressure through price hikes. | Adjust obstacle setup, target layout, and item-use opportunities in pressure levels. |
Yes. The detailed design is still pending.
Ads contribute about 85% of revenue. Rewarded ads are the scalable, non-disruptive part of the ad mix. Current average rewarded views per user in the D1 cohort are:
| Placement | Use | Views / user | Share of rewarded | Limit |
|---|---|---|---|---|
| 105 level reward | Extra gold from level settlement ad reward | 0.953 | 64% | Can trigger after each win |
| 101 revive | Watch ad to revive after death or timeout | 0.252 | 17% | Only 1 time per day |
| 102 energy | Watch ad to claim energy | 0.241 | 16% | Limited in shop |
| 106 rainbow | Watch ad to claim rainbow fragments | 0.033 | 2% | Very low |
| Total rewarded | - | 1.48 | 100% | - |
| 104 interstitial reference | Forced interstitial | 5.72 | - | Every 6 minutes after level 12 |
Read: Rewarded ads average about 1.48 views per user on D1 and about 2.48 on D7, which is below the target range for comparable games. The largest placement is slot 105, the level-settlement ad reward, contributing about 64% of rewarded views and directly tied to the gold economy.
The three goals should be separated: ① increase rewarded ad views, ② increase payer conversion, and ③ improve 1→2 repeat purchase. Rewarded ads mainly serve goal ①, while gold scarcity and key pressure points indirectly affect goals ② and ③.
| Lever | Action | Expected impact |
|---|---|---|
| Open revive ad cap | Change slot 101 from “1 time per day” to “3 times per day,” prioritizing post-failure and insufficient-gold revive moments. | Largest lever for D7 rewarded lift, since deeper players fail more often on hard levels. Gold revive remains available so the gold spend sink is not fully replaced. |
| Create gold scarcity | Reduce frictionless free gold so slot 105 level-settlement ad extra gold feels more valuable. | Fixes the economy at the same time; when players lack gold, ad-claimed extra settlement gold has stronger motivation. |
| Move gold behind ad gates | Move part of the removed passive gold into active “watch ad to claim” rewards. | Rewarded inventory rises, ad LTV rises, and total gold does not increase. |
The current payer rate is about 3.0%, and first purchase is not driven by gold gates alone. Raising payer conversion requires both real demand creation and first-offer optimization:
List all pending changes. Priority: High Mid Low; Status: Pending confirmation = needs publisher confirmation, To discuss = internal value/design not finalized, Needs A/B = must be validated by experiment. Goals: ① rewarded ads ② payer conversion ③ repeat purchase.
| # | Change | Specific content / value | Goal | Priority | Status |
|---|---|---|---|---|---|
| 1 | Revive ad cap | 1 time/day → 3 times/day; prioritize post-failure and insufficient-gold revive moments. | ① | High | Pending confirmation (cap value) |
| 2 | Pass benefit | Remove “Volcano Hunt +60s” and move to mainline time by type: normal +5s, hard +10s, boss/high-pressure +15s. | ②③ | High | Pending confirmation (discuss with publisher) |
| 3 | Mainline targeted gold cut | Reduce stable L26-80 settlement gold by 15%-25%; keep L1-25 unchanged or lightly adjusted; no base cut for L81+. | ②③ | High | Pending confirmation |
| 4 | Daily task gold | Reduce direct gold by 20%-30%; include limited-time gold tasks in the total gold budget. | - | Mid | To discuss |
| 5 | Activity tail targets | Reset tail targets for Treasure Hunt, Horse Racing, and similar events based on actual live player progress, so only a very small group of top players can reach the final target. | - | Mid | To discuss (tier values) |
| 6 | Paid-point difficulty | Slightly lower attempt pass rate at mid/late monetization points and strengthen revive/item value while keeping player pass-rate guardrails. | ②③ | High | Observe |
| 7 | Pain-point bundles | Build on the current R/N/S bundle triggers by adding more customized push bundles that appear precisely on failure, resource shortage, or repeated blocked attempts. | ② | Mid | To discuss |
| 8 | Gold gate shift | Move part of passive gold into “ad / paid claim” routes without increasing total gold. | ① | Mid | To discuss |
| 9 | Item-consumption scenarios | Do not change revive price. Use obstacle, target layout, and high-pressure level design to create more item-use situations. | ②③ | High | Observe |
| 10 | Dynamic output mechanism | Let level/activity reward multipliers float with player progress and inventory. | All | Low | To discuss (requires engineering) |